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Changelogs
Version 1.3
Tinkered fomod a bit for easier navigation.
Removed all unnecessary masters from main plugins for better compatibility. This way all main FWMF plugins should be compatible with all different map options of that mod.
Added files for Water for ENB. Shaders of Skyrim and Nordic blue added in fomod. Optional packages for Mineral Teal, Tropical Green and Vanilla for Water for ENB.
The Water for ENB plugins only have support for the Fantasy Maps from FWMF. I use Fantasy Maps with tradidional paper map addons. Hence the support. Anyone with a bit XEdit knowledge can create patches for the other maps when desired.
Optional files packages not supported by me nor any other then Fantasy Maps in combination with Water for ENB. Do do whatever you want with the patches and feel free to patch the other maps with Water for ENB.
Lux Orbis does not need additional patching. Just like my mod, it only activates the "No Grass" flag in plugins.
Still follow "Installation and Usage" to the letter to have perfect lods for Markarth. Also read "Compatibility" concerning Water for ENB and Flat World Map Framework.
Version 1.2
Removed "Markarth Lod Unlocked Extended - Fix for LOD Generation" and "Markarth Lod Unlocked Extended - Fix for LOD Generation - FWMF" plugins. They are now incorparated.
No need for the "Cidhna Mine Terrain Fix" from original mod. This mod fixes the mesh wall entirely now.
Now fully support for "Flat World Map Framework (FWMF)" and "Worldspace Transition Tweaks (WTT)".
Read description carefully and follow to the letter!!! Some changes have been made.
Version 1.1
Fixed not being able to enter Cidhna Mine with this mod. Now you can enter and exit mine with no problems. However, this does not fix the mesh wall you see before the entrance of Cidhna Mine. Therefore, use "Cidhna Mine Terrain Fix" from original mod to fix the mesh wall blocking the entrance. Overwrite XLodGen Output!!
Added two versions of "Markarth Landscape Fix For LOD Generation" created by Blackread. One for vanilla and one for Flat World Map Framework (FWMF). It hides a couple of quads of landscape that get in the way. This is required especially if you use underside. This file ONLY needs to be active during xLODGen and DynDOLOD generation. It needs to win all overwrites of the included CELL records. It should not be the winning overwrite of the Tamriel WRLD record, as that's just a copy of vanilla.
Read <Installation and Usage> part carefully.
CHECK MY OTHER FILES FOR SKYRIM SPECIAL EDITION!!
CHECK MY MODLIST FOR SKYRIM SPECIAL EDITION!!
<OVERVIEW>
I was looking in the plugin from this mod Markarth Lod Unlock from markuskarttunen1 to see what exactly it was doing to unlock the lod and compared Markarth Worldspace PNAM edits to the other vanilla city Worldspaces.
Vanilla PNAM - Flags (sorted) used. Riften, Solitude, Windhelm and Whiterun Worldspace - Use Land Data - Use LOD Data - Use Map Data - Use Water Data - Use Climate Data - Use Sky Cell
Markarth Worldspace - Use Map Data - Use Sky Cell
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This is what original Markarth Lod Unlock does to Markarth Worldspace. Markarth Worldspace - Use LOD Data - Use Map Data - Use Sky Cell
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And this is what my plugins do. It opens up all PNAM - Flags (sorted) just like the other city worldspaces. Markarth Worldspace - Use Land Data - Use LOD Data - Use Map Data - Use Water Data - Use Climate Data - Use Sky Cell
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<INSTALLATION AND USAGE>
Step #1
Install one of the main plugins using the FOMOD depending on your modlist like any other mod with a mod manager of choice. Activate the plugin. Make sure it loads last in loadorder. Do not let anything overwrite it. Exceptions are Synthesis (Skyrim-RemoveLandscapeVertexColor) and Bashed Patch. They take over the changes from this mod.
Step #2
When using them, run Synthesis and Bashed Patch. But check with SSEedit that those patches do NOT overwrite anything from this mod. Just to be sure. Use whatever xLODGen settings you want but these are the xLODGen settings that i use like in spoiler tag.
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The important setting you should use for this mod to work correctly is to make absolutely sure that "Hide Quads" is checked. This fixes the mesh blocking the Cidhna Mine entrance. Click spoiler tag.
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Run xLODGen.
Step #3
In DynDOLOD folder find "DynDOLOD_SSE_childworld_MarkarthWorld.ini". Edit Scripts\DynDOLOD\configs\DynDOLOD_SSE_childworld_MarkarthWorld.ini Make sure it is setted like this before running DynDOLOD generation. Click on spoiler tag.
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Also make sure you have this setted in DynDOLOD's Expert Mode like in spoiler tag.
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Run TexGen and DynDOLOD.
Step #4
Keep the plugin from this mod activated at all times! It also moves the "autoloaddoor" to a better spot. So you can still enter and exit Cidhna Mine without problems!
Note concerning Water for ENB support! Optional files packages not supported by me nor any other then Fantasy Maps in combination with Water for ENB. I prefer Realistic Water Two. And i do use Fantasy Maps with Traditional Paper Maps. So do whatever you want with the patches and feel free to patch the other maps with Water for ENB.
That's it and nothing more! Hope you will like it.
Credits to markuskarttunen1 for original Markarth Lod Unlock. Credits to Blackread for the "Markarth Landscape Fix For LOD Generation" plugins. Credits to BlockCode for the post to have the "autoloaddoor" trigger moved to a better spot.